Armour Quest: Rules

GAME OVERVIEW
Hail worthy adventurer! Welcome to a brand new world of medieval fantasy!! Quaestro is designed to institute a fresh approach to fantasy role-play, with a progressively divergent attitude towards character abilities, monsters, virtues and universal laws. The game concept is based on Camelot Hobbies' classic novel @Armour of Light', the first book of the Quaestro trilogy. The game universe is the world after the death of the fabled King Arthur. It is a game of Quest and Conquest, Wit, Combat Strategy and most of all, Fun. Players with medieval background will find familiar things made new, but those without need not fret, for you will soon find new things made familiar as you journey into this new fantasy universe.

Hop aboard then fair adventurers, and declare your alliance; be it King Arthur or Queen Morgana, this game is guaranteed to bring many hours of good clean fun for everyone! To arms therefore, my comrades, and make haste; for glory and treasure awaits those who will spearhead the post-Arthurian era!!

Basic Quaestro components
In this first edition of the main Quaestro boxed-set, you will find the following:
Full colour Game board
Player's Handbook
Character and artefact location standees
6 Artefact Cards
6 Quest Cards (Guardian)
4 Character Record Sheets
1 Monster Dialboard© (with 6 statistics dials)
1 Battle Resolution Sheet
2 six-sided dice

THE QUAESTRO DIFFERENCE
The Game board
The game board is divided into two areas, namely, the City Squares and the Britannia Outdoors. A character will move around the perimeter squares of the board in a clockwise direction starting from their respective alliance castles while they are in the city. They advance a level each time they return to the castle. During quests however, characters will leave the city into the terrain area (Britannia Outdoors) and navigate using the hexes as their guide.

The Monster Dialboard©
The Dialboard is Camelot Hobbies' proprietary innovative leap in RPG score-tracking design. Using a simple interface, the monster dialboard is easy-to-use and allows players to do away with the cumbersome 'pencil-n-eraser' score computation frequently used in other role-playing games. By simply turning the dial to the desired scores, players can enjoy the game with much less fuss, and much more fun!

The Accessories-Filled Expansion Set
Many other accessories are available to add even more flavour and realism to the Quaestro game. Character Dialboards actual money tokens, random encounters, extra dice, new monster cards and an Quaestro Expert module are all bundled in the Expert Quaestro Expansion Set (sold separately), specially designed for players who have obtain mastery in the game, and are looking for greater challenges. The @Armour of Light' novel paints in vivid details the characters' quest for the Artefacts, and the eventual fate that awaits them. All these supplements have been painstakingly crafted to enable players to enjoy the Quaestro universe to its maximum!

GAME SCENARIO AND OBJECTIVES
The death of King Arthur has resulted in chaos once again sweeping across Britannia. Queen Morgana (Morgan Le Fay) with her dark alliances has captured all the Arthurian castles except Camelot. This is because the fair castle was blessed when the Knight of Pure Heart, Sir Galahad successfully completed the Quest of the Holy Grail during the peaceful era of the mighty King. With Arthur's death however, the evil queen quickly overcame the remnant forces of good, and the land now moans daily under her tyrannical rule.

The key to Morgana's defeat or victory lies in obtaining and unlocking the secret in the Knight of Light Armour. If she succeeds, she will be able to diabolically corrupt and create the fatal weapon against all Knights of Light, thus sealing the land permanently within her grasps. Conversely, if the Arthurian forces manage to activate the armour, Morgana will be vanquished.

Players need to retrieve the following six Artefacts from the Knight of Light Armour which are located in the great Britannia outdoors (terrain area) and closely watched by their respective guardians:

ARTEFACT DESCRIPTION & ILLUSTRATION
Shield Of Sustenance
Blade Of The Elements
Enchanted Chain Mail
Girdle Of Light
Spangen Helm
Sandals Of Light

The objective of this game is to quest for the 6 artefacts from the Knight of Light Armour to create one of the two possible endings:
a. The Morganic character dons and corrupts the Knight of Light Armour, and swiftly dispels the Bless Charms of Castle Camelot. This effectively prevents the cosmos Knights of Light from entering the human plane. Without their aid, King Constantine's battalions are easily vanquished and the Morganic Alliance is automatically triumphant.

b. The Arthurian character dons the Knight of Light Armour and transfers the powers of the spiritual armour to the common army. Leading the new legions of knights against the Queen, Castle Morgana is sieged and overrun. Morgana's dark alliances are banished back to the forbidden planes and the remnant spectres of evil are crushed.

In the Quaestro universe, only the character classes of Knights (Chevaliers or Avengers) and Makidons (Sarcedos or Sorcerers) may don the Knight of Light Armour. The characters used for the Arthurian and Morganic alliances are given below:

ARTHURIAN ALLIANCE (RED)
NAME OF CHARACTER TITLE
Aubriet Knight Chevalier
Tosham Makidon Sarcedos

MORGANIC ALLIANCE (BLUE)
NAME OF CHARACTER TITLE
Claude Knight Avenger
Kristol Makidon Sorceror

RULES OF BASIC QUAESTRO
It is recommended that the newcomer to Quaestro boardgaming be familiar with the rules before proceeding to play the game, as this will greatly enhance the appreciation of the various play-angles involved.

I. Game Setup
GAME STANDEES
Detach the 10 cardboard standees and glue (or staple) the pieces into a triangular standee as shown.

ARTEFACT LOCATION STANDEE VS CHARACTER STANDEE
There are 6 artefact location standees and 4 character standees. The former should be placed on the appropriate hexes (illustrated with red circles) within the board's terrain area. The character standees shall be used by players to move around the playing board.

PLAYER VS CHARACTER
Player refers to the person playing the game (that is you!). A character refers to the standee which the player is controlling. This concept should never be confused in this game, or any other Role Playing Game (RPG).

DIAL SET UP
Mount the statistics dials on the monster Dialboard© and secure them in the centre of the statistic ring as illustrated. This dialboard will be used to track the Guardian Stats during combat.

USING THE DIALBOARD©
Guardian statistics are controlled using Statistics Dials which will point to a specific number on the Statistics Ring (e.g. the dial is set to @9' on the ATF dial - this means the Guardian's Attack Factor is '9'.

For numbers which exceed the range on a particular dial, an additional dial is used (e.g. Constitution Points (CP) statistics @63' is denoted by the @tens' dial pointing to @60' and the @units' dial pointing to @3').

CHARACTER STATISTICS (STATS)
Character Statistics (Stats) are to be recorded on the Character Sheets provided. The Stats used are Constitution Points (CP), Attack Factor (ATF), Defence Factor (DEF) and Gold Points (gp). Constitution refers to the character's health and resilience. Attack Factor and Defence Factor are four character's battle attributes.

The initial Statistics for each character can be found at the bottom of the character sheet.

Players should make photocopies of the original Character Sheets and use the copies to record the Stats of their chosen characters using pencil. Alternatively, players may purchase the Expert Quaestro Expension where four Character Dialboards© have been included.

GOLD POINTS (gp)
The currencies used in Britannia, Talmisrra and the rest of the Quaestro worlds are different (silver ingots, prima pieces, gold units, etc.) In this game, gold has been selected to be the official trading currency. This statistic is also tracked using the Character Sheet. The smallest money unit is 100gp in this game.

INCREASING A CHARACTER'S STATS
ATF and DEF are increased primarily by purchasing more powerful armour or weapons at the Traveller's Guild, through training and the refinement of skills at the appropriate guilds and houses, or going on quests. CP and gp are awarded each time a character advances a level. There are however, many other ways to increase each of these statistics.

DICE ROLLS (Xr6)
Many events in Quaestro are determined using dice-rolls. The number of dice to be used is indicated by the variable x. Hence, 1 r6 means using 1 die and 2r6 will mean rolling both six-sided dice. To roll 3r6 and above, roll the dice multiple times (e.g. 3r6 - roll 2 dice together, followed by a third roll using 1 die).

The result of dice roll is obtained by adding the values of the rolls. For example, in a 3r6 roll, a player tolls '5', '2' and '1'. The result will be '8'.

INITIAL CHARACTER PLACEMENT
Locate the characters on the appropriate squares denoting the appropriate alliance castle i.e. Morganic characters are to be placed on Castle Morgana whilst Arthurian characters be placed on the Castle Camelot square. The instructions on the castle squares will not apply for this initial character placement.

STARTING THE GAME
An Arthurian player will start first, followed by the Morganic player on the left. For a four player game, the third player shall be Arthurian and the fourth, Morganic. Players of the same alliance may wish to set a rule that the character with a greater number of gold tokens be the first to begin.

II. Preparing To Play
NO. OF PLAYERS
This game may be played by 2 to 5 players. Divide players equally into the Arthurian and Morganic alliances. Every player will control one character each, which is either a knight or a makidon.

In a 4-player game, both the Arthurian and Morganic alliance must have one knight and one makidon each.

3 OR 5 PLAYER GAME
If there are 3 or 5 players, the last player will act as the Game Convenor, who will control subsidiary activities such as encounters with guardians; otherwise - the opposing alliance team will control these activities at the appropriate time.

CHARACTER STATS IN THE BASIC GAME
The following Stats are used in the basic game:
• Constitution Points (CP) -- Maximum & Current
• Gold Points (gp)
• ATF and Weapon Stats
• DEF and Armour Stats
• Healing Potion
• Healing Elixir

RELATION BETWEEN MAXIMUM CP AND CURRENT CP
The Maximum CP is a character's highest energy score whilst at a certain level. This score is increased every time the character advances a level. An uninjured character's Maximum CP is equal to its Current CP e.g. at the start of the game.

When a character is injured however, its current CP goes down though its Maximum CP is not affected. Thus, except during level advancement, most events during the game affect only the Current CP. Players should also note that a character's Current CP can never exceed its Maximum CP.

STATS MINIMUM VALUES
The minimum ATF, DEF, Armour and Weapon Stats is 1. GP, healing potions and elixirs can reach zero but once CP becomes zero (or less), the character is deemed to have been slain, and the player shall restart the character again (see pages 17 and 18 for rules on restarting slain characters).

ROUNDING DOWN STATS
In the event when division is required to be performed on a Stats value, and if the result is a non-whole number, rounding-round is performed (e.g. 35 CP divided by 3 yields a result of 11.67) The end-value adopted is 11 (rounded-down)). This general rule will apply unless otherwise specified.

PREPARING QUEST AND ARTEFACT CARDS
Separate the 6 Quest Cards from the 6 Artefact Cards. Shuffle only the Quest Cards and place them facing-down on the table next to the playing board. Keep the Artefact Cards nearby for later use.

DICE ROLL CONFINES
Overturn the cover of the boxed-set and set it in a location where every player can easily reach. It is recommended that players roll their dice into the cover so that the results are visible to everyone.

OTHER MATERIALS
It is recommended that all other contents in the boxed-set be placed away. The Battle Resolution Sheet and the Player's Handbook will likely be needed for reference throughout the game, and should be placed nearby, possibly in the custody of the Game Convenor, if available.

III. Rules of Play
RELATION BETWEEN ATF AND WEAPON STATS, DEF AND ARMOUR STATS
An addition to Armour Stats automatically increases the DEF, and similarly, an addition to Weapon Stats automatically increases a character's ATE This is also true for reductions in Armour and Weapon Stats. This is because the ATF/DEF Stats are dependent on two factors:
• the skill of the character, and
• the quality of the armour/weapon

Skill of the character
This is a permanent statistic which when gained cannot be lost e.g. mastering attack moves. Hence, if a character improves its defensive skills through studying battle manuscripts on parry tactics bought from the Knight and Makidon guilds, its DEF factor will go up, but its Armour Stats does not increase correspondingly.

Possessing a piece of armour/weapon
Armour and weapon affects a character's Stats only when in its possession i.e. if a character purchases a better weapon, its Weapons Stats increase, resulting also in an increase in ATE These items are available at the Traveller's Guild, Armoury (for armour) and Weaponry (for weapons).

Summary,
• Weapon Stats, ATF (temporary)
• Armour Stats, DEF (temporary)
• ATF, Weapon Stats unaffected
• DEF, Armour Stats unaffected

ARMOUR & WEAPON QUANTITY
Each character can possess only one piece of armour and weapon. In the event the character @upgrades' either, it is necessary for the appropriate armour/weapon to be discarded or @sold'.

INCREASING ARMOUR, WEAPON, ATF AND DEF STATS
A character currently has the following Stats:
ATF : 14, Weapon: 3

It purchases a +8 weapon at the Traveller's Guild for 1600gp. The net increase in ATF would be 5 (8 minus 3) and since the character can sell the +3 weapon at 200gp to the Guild at its @buy-back' price, it needs only to pay a difference of 1400gp. Its new Stats would now read as follows:
ATF : 19, Weapon: 8

EXECUTING INSTRUCTIONS ON SQUARES
The wordings/instructions on the square on which the character lands on thereafter whilst within the city are to take effect immediately; except for combat encounters, which are to be resolved at the character's next turn.

IV. Movement
GAME DIRECTION
The game will proceed clockwise in the city i.e. all players shall move their character standees clockwise around the playing board. Whilst in the outdoors, characters will move from hex to hex in any of the six directions to an adjacent hex.

MOVEMENT: GENERAL RULE
All movement is determined on a roll of 1 r6. For instance, a player rolls @4' i.e. the character will have 4 movement points (MP) for this turn and needs therefore to move either 4 squares clockwise if it is in the city, or 4 hexes in any direction whilst in the outdoor. The initial square/hex on which the character is standing on does not count for a MP. Characters are also not allowed to ‘carry-forward' any unused MP.

EXCEPTIONS TO THE GENERAL RULE
City
If a character crosses the @Exit To Outdoors' square and has not depleted all its MP, the player can choose to end the character's movement on this square by placing it on the drawbridge leading to the outdoors. But by so doing, that character must exit to the outdoors on the next turn. A mandatory stop must be taken when travelling between the city and the outdoors and vice-versa.

Outdoors
If a character is heading towards a lair whilst on quest, and rolls a number greater than the number of hexes needed to reach that lair, the player can choose to end the character's movement on the lair location hex, ignoring any unused MP remaining.

COMPULSORY ALLIANCE CASTLE STOP
In a single turn, characters must make a compulsory stop at their alliance castle even if it results in unused MPs. (e.g. a Morganic player rolls @5' on 1 r6 for the character at @Thrice Gambler's Den'; instead of moving the character to the @Apothecary Store', movement ends on the Castle Morgana for that turn).

SPECIAL CITY TRAVEL LIMITATIONS
Where teleportation or other special means of transportation is used (e.g. Belleus), a character may travel @forward' in a single turn up to the alliance castle; all squares @beyond' would mean that the character has chosen to travel @backwards'. This is important when computing level advancement.

OUTDOOR TRAVEL
In the basic game, a character receives @air-transport' by a Pegasus when awarded a quest. To travel to a guardian lair, players need only move their characters from the outdoor square's drawbridge across the hexes (ignoring all terrain) according to the MP rolled at a particular turn (see Page 29 Britannia Outdoors). Characters need venture outdoors only while on a quest for an artefact.

OCCUPYING A SQUARE OR HEX
A square or hex may be occupied by more than one character. Therefore, a character can walk into an @occupied' square or hex depending on the die roll. This would simply mean that the characters meet each other at that location.

ALLIANCE CHARACTERS MEET
In a 4-player game, two players work together as an alliance. Thus, a player can choose to transfer, give or sell items (e.g. healing potions and elixirs) to his alliance player when their characters @meet' in the same square or hex.

OPPOSING CHARACTERS MEET
When opposing alliance characters meet, the players must decide and mutually agree if they wish to combat or ignore their opponents. Should a disagreement result, the players shall roll 2r6 each. The player with the higher roll shall make the final decision.

In the event that the player with the higher roll chooses to engage in combat, he/she can also determine when to end the combat i.e. the character does not necessarily have to slay, or be slain by the opponent's character. The victorious character may take gold, healing potions and elixirs from the slain character.

 V. Level Advancement
INCREASING MAXIMUM AND CURRENT CP

Constitution points are increased when a character advances a level by reaching the alliance castle. These newly acquired CPs shall be added to BOTH the Maximum and Current CP Stats.

VALID ROUTES FOR ADVANCING A LEVEL
A character is deemed to have advanced one level when he completes one of the 4 valid advancement routes as illustrated below:
(illustration excluded).

INVALID ROUTE FOR ADVANCING A LEVEL
The diagram below illustrates a non-example of level advancement:
(illustration excluded, but exit just after your castle plus immediate entrance just before your castle is invalid).

For a complete discussion as to what happens when a character advances a level, please refer to Page 27 Castle Camelot or Castle Morgana.

VI. Healing
WHEN AND WHERE TO HEAL
Healing may be performed at city squares offering healing services. Also, a character may heal itself using healing potions and elixirs it currently possesses. Any healing must be performed at the beginning of a turn before the player rolls for movement whilst in the city or the outdoors.

During combat and encounters in the basic game, healing takes up one melee round, and hence, a character may NOT heal and attack in the same melee round, though it can heal itself many times in the same melee round by drinking multiple potions and/or elixirs.

AMOUNT OF HEALING
A healing potion will restore 2r6 points to a character's Current CP, while a healing elixir heals a character by an astonishing 6r6 points!

HEALING AN INJURED CHARACTER
When characters are injured, their Current CP will decrease, but they may be healed through healing potions and elixirs. Whilst in the city, a player may declare that the character shall consume a specified quantity of potions and/or elixirs during its turn and be healed by the corresponding number of Current CPs as determined by the results of the dice rolls. Players are to note that Injury never affects a character's Maximum CP.

HEALING LIMITS FOR AN INJURED CHARACTER
A character may NOT be healed beyond the Maximum CP it currently commands. For example, if a character's maximum CP is 60 CP, and is injured for 4 points, and should the player roll a total of @7' on 2r6 for healing with one healing potion, the character's Current CP is restored to 60 CP, not 63 CP.

VII. Combat And Battle Resolution
INITIATIVE
In Quaestro, Battles are conducted for 2-party combat only. Players will roll 1r6 to determine which side attacks first (the higher of the 2 rolls). This is termed @rolling for initiative'. In the event the scores are equal, players will roll again.

MELEE
A melee round is the time taken for one single action by both parties during the battle (e.g. attack, drink healing potion etc.) All Quaestro battles are computed in melee rounds. A battle may last one or many rounds, but only one turn is deemed to have passed regardless of the number of rounds used to resolve one such combat encounter. Therefore, a combat encounter is fought from beginning to end and fully resolved before the turn is passed to the next player.

RESOLVING A MELEE ROUND
Combat is to be resolved using the tables and instructions as provided in the Battle Resolution Sheet. The steps are briefly as follows:
• Note Attacker's ATF against Defender's DEF
• Roll 1r6
• Check results against Battle Results Chart
• Roll appropriate no. of dice for damage on successful hit
• Defender switches role to become Attacker
• Repeat steps above

A GUARDIAN AND THE QUEST CARD
In order to defeat a guardian, the character must have the appropriate guardian quest card. The Quest Card will specify the following Stats:
• Amount of gold the guardian possesses
• Wisdom of the guardian (Applicable only for the Expert Game)
• Constitution of the guardian

The guardian's ATF and DEF are tagged to the character's ATF and DEF. Consult the Monster Dialboard to compute the guardian's ATF and DEF Stats.

UNIQUE GUARDIAN POWERS
At every melee round when a guardian is hit by the character, its powers are affected and the guardian's ATF and DEF Stats changes. The game convenor or the opposing player controlling the guardian encounter will then re-roll the guardian's ATF and DEF scores again based on the table on the Monster Dialboard for subsequent rounds. There is no need to roll again for initiative.

For example, a character whose ATF is 17 and DEF is 12 scores a sucessful hit against the guardian (ATF = 22, DEF = 14). In this same round, the guardian's ATF and DEF will be re-rolled as follows: ATF = 12+3r6, DEF= 10+2r6.

The game-play is designed to match the character's powers to that of the guardian in terms of ATF, DEF and CP. This ensures that whatever the stats of the character, it will have almost an equal chance of defeating the guardian.

Players are to note that in all situations, the guardian's ATF and DEF may not exceed 30 and its Current CP is always below 100. Maximum CP is not tracked because the game does not allow for healing on the part of the guardian.

For an account of the epic encounters between the guardians and the various characters, players can read the novel Armour of Light' where these quests are vividly described.

GUARDIAN ATF/DEF TABLE

Character Guardian
1-5 2 + 1r6
6-10 8 + 1r6
11-15 10 + 2r6
16-20 12 + 3r6
21-30 24 + 1r6

DEFEATING A GUARDIAN
Should a character successfully defeat a guardian, that Quest Card is removed from the game, and the player will receive the corresponding Artefact Card guarded by that Guardian. (e.g. The Enchanted Chain mail Card is awarded to the character who slays Queen L'tara). The character can choose to exit back to the outdoors or be transported back to the Adventurer's Guild for immediate healing (3r6 points to Current CP).

RESTARTING A SLAIN CHARACTER
In the basic game, a player shall restart the character in the event it is slain. A character whose Current CP falls below 1 is considered to have been slain. When this occurs, the character loses ALL his possessions. The player starts the character over with the starting character statistics, rolling for gold on 2r6 x 100 again.

CHARACTER SLAIN BY GUARDIAN OR CASTLE GUARD
The player shall give up any artefacts) the character is currently carrying. The artefact and quest cards must be returned facing down to the bottom of the respective draw-piles. Restart the character using the initial statistics on the character sheet.

CHARACTER SLAIN BY OPPOSING ALLIANCE CHARACTER
The victorious character shall pick up any artefacts) the character is currently carrying. It can also pick up gold, healing potions and elixirs subject to quantity limits. Additionally, in the event the slain character possesses better armour or weapon, the victorious character may choose to exchange its current armour/ weapon for them - but these may not be retrieved to be re-sold.

ROLLING BEYOND 6r6
In some instances during combat, players are required to roll beyond 2r6 (e.g. 5r6). To do this, players shall roll multiple times and add these results to obtain the required dice roll (e.g. 2r6 + 2r6 + 1 r6).

Players are to note that when all the 6 guardians have been destroyed, it is likely that the characters of both alliances would have recovered one or more artefacts. When this occurs, the Tower-of-Dreams will automatically teleport opposing characters to the Tower square and pit these characters one-on-one against each other. Players will roll for intiative to determine which enemy their characters will meet (in the event of a draw, the players with the same score will roll again). It is recommended however that:
• the opposing characters with the higher roll meets each other first
• the opposing characters with the lower dice rolls battles next
• the winner of the first session competes against the winner of the second

GAME BOARD UNIVERSE
The Quaestro Game Board represents a quantum leap in boardgaming design. Based on the medieval universe, the board is divided into the rustic city and the great Britannia outdoors. The following sections will be devoted to a detailed description of the rich Arthurian universe.

MEDIEVAL CITY
The Quaestro city squares can be divided into the following categories:
Guilds and Centres
• Galanic Houses
• Town Houses
• Merchant Houses
• Miscellaneous Squares

I. Guilds and Centres
KNIGHTS GUILD
Arthurian : Knight Chevalier
Morganic : Knight Avenger
Knights and Avengers (dark knights) may enhance their skill in wielding a particular weapon or learn how to increase the resilience of their armour at the guild. Scores of manuscripts detailing these techniques are available for sale at the guild.

Purchasing these materials from the guild increases a knight's ATF/DEF permanently. However, the knight can only purchase one weapon technique manual (ATF) and/or one armour manuscript (DEF) per visit.

MAKIDON'S GUILD
Arthurian : Makidon Sarcedos
Morganic : Makidon Sorcerer
Sarcedos and Sorcerers may improve their skills in wielding a particular weapon to better their Attack Factor, or enhance their existing armour to increase their Defence Factor at the guild. Many writings detailing these information are available for sale at the guild.

Purchasing these materials from the guild increases a Makidon's ATF/DEF permanently. However, the Makidon's can only purchase one Skill 8. Technique handbook (ATF) and/or one protection method manual (DEF) per visit.

TRAVELLER'S GUILD
This guild is opened by a retired seafarer who has wandered to uncharted parts of the world in search of curios and artifacts. He would buy these items from adventurers and shopkeepers at 75% and resell them at 150% to wealthy collectors or zealous adventurers.

A character may purchase and/or sell only one piece of either a weapon or a piece of armour per turn.

The availability of any ATF/DEF item will depend on the outcome of a 2r6 roll.

The player must declare whether the character wishes to purchase an armour or weapon, and then roll 26. If the player rolls, say @8', then the best armour/weapon available for that turn is a +8 item.

Since a character can only carry one piece of armour and one weapon at any one time, it can sell its current item to the guild at the @Buy-Back' price. See Page 11, Increasing Armour, Weapon, ATF and DEF Stats for example.

1 0 gp 100 gp
2 100 gp 200 gp
3 200 gp 400 gp
4 400 gp 800 gp
5 500 gp 1,000 gp
6 600 gp 1,200 gp
7 700 gp 1,400 gp
8 800 gp 1,600 gp
9 900 gp 1,800 gp
10 1,000 gp 2,000 gp
11 1,100 gp 2,200 gp
12 1,200 gp 2,400 gp

ATTRIBUTES ADJUSTMENT CENTRE
Owned by a strange old man of unknown alignment and order, he is able to adjust a character's DEF and ATF by decreasing one and increasing the other. There is in effect, no net gain in absolute value (e.g. -2 DEF , +2 ATF) but this service is certainly vital to any character strong in only one factor.

The cost of attribute adjustments is 200gp per adjustment, regardless of the value being adjusted, so long as the ATF/DEF values are not lower than the Weapon and Armour Stats respectively.

ABILITY ENHANCEMENT CENTRE
The centre is a training arena where a character is put through rigorous battle simulations to determine if he can advance the levels of his particular order. However, to qualify, the character's Current CP must be lower than its Maximum CP (i.e. the character must be injured!).

The fee is 300gp, and the nett gain in constitution points is computed on the difference of 5r6 minus 5 (e.g. Player rolls a total of 23 on 5r6. The net gain in CP will be 18 (23-5)). This score is to be added to the Current CP and compared against its Maximum CP.

If this exceeds the Maximum CP, the character is deemed to have advanced one level, and adds the following value to both its Maximum and Current CP scores:
Arthurian Character: 1 r6 + 4 CP
Morganic Character: 1 r6 + 3 CP

II. Galanic Houses
APOTHECARY STORE
Healing potions are sold for 200gp and heals up to 2r6 Current CP. A character may buy and carry up to 9 such potions at any one time.

Potions may not be sold back to the store, but may be transferred (i.e. given) to another alliance character.

GROVE OF HEALING
Arthurian Galan: Rophia
Morganic Galan: Acolyst
The mystic curative arts of Galania have survived in fragments to this date through her two disciples Avella and Xerces. Avella is the founder of league of galans whose sole objective is to heal the masses of their physical and spiritual infirmities. Xerces, jealous of Avella's achievements has sworn to destroy all galans with her establishment of Acolysts.

Arthurian characters seeking healing may approach the galans in the guild of Avella, where Rophias will gladly heal them at no charge. However, Morganic characters will have to pay 100gp for healing services rendered by the Acolysts in the cavern of Xerces.

FERGUS HEALING ENHANCEMENT
Fergus the elixir master was once an Acolyst before defecting to the league of Rophia-galans. Having studied the two arts, he was able to extract and combine healing essences from normal healing potions to become healing elixirs. Consuming one elixir will heal a character of 6r6 Current CP!

A character may buy elixirs at 800gp each or exchange healing potions and paying the price difference for the concoctions.

Elixirs are prepared in a special furnace designed by Fergus himself, and each elixir has to be stored in a special golden chalice. Due to the clumsiness of the chalice, a character can only possess a maximum of 3 elixirs at any one time.
    3 potions 200 gp
    2 potions 400 gp
    1 potion 600 gp
To buy a healing elixir without trading-in, pay 800gp

III. Town Houses
CRAWLEY'S TAVERN
Injured characters are healed instantly for 1 r6 Current CP over food and drinks. There are no constitution gains for uninjured characters.

ERRAND'S INN
The innkeeper charges 100gp for lodging and volunteers one errand for his guests. Characters may rest for one turn (miss a turn) at the inn, and be healed of 1r6 constitution points while waiting for the innkeeper's men to accomplish an errand.

Characters have to pay the cost of any other costs involved (e.g. purchases) separately. The innkeeper merely performs the errand.

Errands do not include visiting the castles, towers or the two centres (Ability Enhancement Centre, Attributes Adjustment Centre), and the service also excludes obtaining transport at Belleus' Town Transport.

Examples of errands include
• Purchasing various items from the weaponry or armoury
• Purchasing healing potions or elixirs from the Apothecary or Fergus' Healing Enhancement
• Collecting or depositing artifacts at Brastias Treasure Custody

THRICE GAMBLER'S DEN
Players may wish to strike it rich for their characters here by staking any amount currently possessed by the character (one stake in a turn only).

The player will roll the 2 dice for 3 consecutive times. If at any attempt the sum on 2r6 is '6' or below, the character loses the amount which was staked.

Successful pay-offs are determined on the sum of the lowest of the three dice rolls as shown (e.g. Player stakes 300gp and rolls ' 12', '9' and ' 10' -the payoff is two-for-one, and the character wins an additional 600gp.

Dice rolls Payoffs
'11 ' or '12' Four-for-one
‘9' or '10' Two-for-one
‘7’ or '8' One-for-one

IV. Merchant Houses
ARMOURY
A character may increase his Defence Factor (DEF) by purchasing suitable pieces of accessories and gadgets. These armour parts add to the basic armour wear and is therefore permanent, and its benefits extend even when a new armour is purchased.

Characters may purchase one such accessory and increase its DEF by 2 points permanently each time.

WEAPONRY
A character may increase his Attack Factor (ATF) by purchasing manuscripts on attacking tactics in the Art of Combat. This improves a character's attacking skills, and the effect is permanent. Therefore, the character's ATF is increased by 2 points each time it masters one such tactic. Only one such manuscript is on sale each time.

ADVENTURER'S LODGE
The adventurer's lodge serves as a one-way exit portal from any of the guardian's lairs. Any character who successfully completes a quest may choose to be teleported here instead of exiting back to the outdoors.

Upon a successful quest, the lodge keeper will provide free lodging and healing of 3r6 Current CP should the character decide to rest here for a turn (miss a turn). Characters who are currently on quest can also rest a turn for free and be healed of 1 r6 Current CP. No encounters or combat are permitted in the lodge in the basic game.

BELLEUS TOWN TRANSPORT
Few in the known realm can afford to pay 100gp for transport - but the wealthy folks of Britannia requiring fast and safe transport will gladly seek out Belleus for his impeccable services. The character can choose to be transported forward to any square in the city up to its alliance castle, or backwards all the way to the square right after its alliance castle.

BRASTIAS TREASURE CUSTODY The treasure custody will guard any number of items deposited by an adventurer (e.g. artefacts, gold, weapon, armour, healing potions, even animals!) for 100gp per item.

Characters can either pick them up later himself, or consign someone else to do so. Items stored at the treasure custody can never be stolen, and should a character be slain before the item is claimed, the @restarted' character will have the right to claim it.

V. Miscellaneous Squares
QUEST AND EXIT TO OUTDOORS
A character landing on the Quest square must determine if it is eligible to go on a quest. If it is already on quest (i.e. not eligible), it ignores the description on the square and continues adventuring in the city. Otherwise, the character must accept the quest by receiving the bonus of +2 ATF and +2 DEF indicated on the square. These bonuses are permanent, but will not affect the character's weapon or armour stats.

The player will have to draw a quest card and be instantly teleported to the nearest city gate (2 or 3 squares backwards - follow the direction of the arrow) where the character may choose to exit to the outdoors on the following turn (or continue in the city until another time).

In order to find a lair, a character must have the corresponding quest card, otherwise it is deemed that it is unable to locate the guardian's lair.

TOWER OF DREAMS
Nobody really knows the profound mysteries behind the Tower of Dreams. Neither does anyone know when or how the Tower came into being. Even its existence remains a source of scepticism to many adventurers.

In this game, the Tower of Dreams is located in the desert of Talmisrra in the outdoors and is a one-way gateway to the Tower of Dreams in the outdoors.

A player who wishes to travel from the Tower City hex to the Tower Outdoor Hex may roll 26. If the result is 7 or greater, the gateway is deemed opened, and the character is transported successfully.

CASTLE CAMELOT
In Castle Camelot, Arthurian players may leave their acquired artifacts) for safekeeping or assign them to another alliance character. An injured Arthurian character is automatically healed of 2r6 Current CP, before being considered for level advancement.

An Arthurian character who lands on this square using a valid route (as described on Page 14) is deemed to have advanced a level. The player will roll the following for the character: Increase Maximum CP and current CP by 1 r6 + 4 CP Mission Bonus of 1 r6 x 100 gp

Morganic characters landing on this square automatically suffer 3r6 Current CP damage inflicted by the Arthurian castle guard.

CASTLE MORGANA
In Castle Morgana, Morganic players may leave their acquired artefacts) for safekeeping or assign them to another alliance character. An injured Morganic character is automatically healed of 2r6 Current CP, before being considered for level advancement

An Morganic character who lands on this square using a valid route (as described on Page 14) is deemed to have advanced a level. The player will roll the following for the character: Increase Maximum CP and Current Cp by 1 r6 + 3 CP Mission Bonus of 1 r6 x 100 gp

Arthurian characters landing on this square automatically suffer 3r6 Current CP damage inflicted by the Morganic castle guard.

RANDOM EVENT
A character who lands on the Event Check square will roll 2r6 to determine the variable event that it encounters:
2 Constitution Bonus (add 2r6 to Current CP)
3 Thievery at work (lose half gold rounded down)
4 Teleport to Castle Morgana
5 Teleport to Castle Camelot
6 Treasure found (add 2r6 x 100 gp)
7 Poison (lose 2r6 Current CP or 3 DEF)
8 Strength Enhancement (Add 3 ATF)
9 Energy Drain (lose 3 DEF)
10 Agility bonus (add 2 DEF)
11 Fear (lose 3 ATF)
12 Teleport forward to the next Quest square

BRITANNIA OUTDOORS
The lands of Britannia were once a source of pleasure to the adventurers during King Arthur's reign. It was safe to travel by day or by night, and patrolling knights would come to the aid of any traveller to ensure their safety. Things have taken a turn for the worse with Arthur's death; and danger now lurks at every corner in the Britannia Outdoors. The adventurer will find that the woods and forests are no longer as before, and the whole terrain landscape has changed drastically.

Where roads used to connect towns and cities, only dirt tracks are now visible. Forests are now thick with undergrowth and movement is heavily impeded as a result. Rivers, lakes, mountains, hills and boulders are impassable due to the great danger it poses. The only sure mode of travel is really by 'air' because it ignores terrain constraints.

Thankfully, air transport is provided by the Pegasus for all adventurers venturing into the perilous outdoors in the basic Quaestro game (roll 1 r6 for movement). The adventurer is provided a breathtaking view of great Britannia and beyond as the graceful pegasus soars high over the rued landscape taking in the freshness amidst the thinning clouds. However, the various guardian lairs can only be found if the adventurer is granted the appropriate quest; otherwise the lairs should be treated as though they blended into the surrounding terrain landscape and hence cannot be located.

The guardians, their lair locations and the artefacts which they guard are illustrated as follows:

GUARDIANS LAIRS ARTEFACT
Sorceress Phoebe Temple of Evesbroken Shield of Sustenance
Elemental Forest of Whitewood Blade of the Elements
Queen L'tara Tomb of Five Wars Enchanted Chain mail
Medusa Flying Tower Gridle of Light
Calypso The Undead Deathland Wastes Spangen Helm
Sentient Phoenix Lake Sheyke Sandals of Light

@QUICK-GAME' CAMPAIGN SCENARIOS SUPPLEMENT
An average Quaestro game will take about two to three hours to complete. For the time conscious player, the following @Quick-Game' scenarios have been packaged to provide alternative victory conditions to shorten the game play as necessary. Some of the scenarios are patterned after the novel @Armour of Light' to enhance the mood of the game. Whilst it is not necessary for players to read the novel in order to play these scenarios, nevertheless, it does provide greater richness for those who have read the text.

This short supplement consists of 2 scenarios as follows:

(I) THE LAST LAP
The characters have already retrieved the first four artefacts as follows:

  1. Girdle of Light
  2. Enchanted Chain mail
  3. Sandals of Light
  4. Spiritual Blade

Victory Condition
The race is on to retrieve the remaining 2 artefacts. Players will remove the four quest cards corresponding to the above and begin the game. The alliance which finally manages to retrieve the Spangen Helm and the Shield of Sustenance is declared the winner.

(II) THE FINAL QUARTET
King Constantine and Queen Morgana have both depleted almost all their capable warriors in the quests. Each alliance now only has 4 remaining adventurers left, i.e. two knights and two makidons each.

Victory Condition
The strategy is to slay the opposing alliance's characters while retrieving the artefacts. After all if all 4 characters of the enemy alliance are destroyed, it is only a matter of time before the opposing alliance gathers all the artefacts and eventually rules the land.


BASIC EXPANSION SET SUPPLEMENT
USE OF SPELL CHARGES DURING COMBAT (OPTIONAL RULES)
In this supplement, magical energy can be stored in the adventurer's armour or weapon as a charge. The armour/ weapon itself does not invoke any magic, and is merely the "store-house" for the magical energy. When invoked, the charge is released in the form of a spell-effect. Hence, the adventurer need not be a spell-caster to invoke the magic. In this game, the spell charges are derived from magical energy pre-stored in magical cards.

PURCHASING MAGICAL CARDS FOR CHARGING
A character may store up to 3 Spell Charges to a single equipment of armour or weapon, as specified by each magical card. The cards can only be purchased in a Guild house (Knight's Guild, Makidon's Guild, Traveller's Guild) and the adventurer may purchase only 1 magical card per visit, at 500gp, subject to availability. All 6 Spell Charge cards are considered to be available at all guilds at the beginning of the game as the Purchase Pile. However, actual is determined as follows:
A Player will roll 1r6 e.g. @4'. He/she will then check if Magical Card @4' has been previously purchased. If the card has already been purchased, the player may not roll again for another purchase. If the card is still available, the character may purchase it for 500gp. Whether or not a card is available, the character is allowed to buy other guild items during the visit.

TRANSFERRING SPELL CHARGES TO A WEAPON/ARMOUR
A character must have weapon stats of at least @3' before weapon charges) can be loaded on the weapon. Similarly, for loading of armour charge(s), a character's armour stats must also be at least @3'. Players should note that spell charges can be stored only in its specified equipment type and is not interchangeable i.e. An armour spell-charge can only be stored within armour and not on a weapon, and vice-versa. Spell charges may not be loaded in any component of the Armour of Light.

If a character loses/sells an equipment containing spell charges(s), the charge spells) cannot be transferred to a new piece of equipment. Once the adventurer decides to purchase a Spell Charge, the Guild master will immediately transfer the charge from the magical card to the armour/weapon. The adventurer must carry the magical card with him after the charge is transferred because when invoking the charge, the adventurer is required to lightly tap the card against the charged armour/weapon to release the spell charge.

INVOKING THE SPELL CHARGE
The Charge can only be invoked during combat, and on the character's attack round. The Charge can only be used once, and must be returned to the Purchase Pile upon releasing the magical energy. A Spell Charge will always be invoked successfully, and its effect is immediately applied. Combat attack is then passed to the defending character/ guardian.

Players should note:
1. Only 1 charge may be released in a single combat round.
2. A Spell Charge utilises one round in combat, and no other activity (e.g. consuming healing potions) is allowed in the same round when a character has released a spell charge.

A Morganic character with current ATF @14' invokes the @Massive Wind Blade' during battle with Medusa during his attack round (Round 1). He may not attack this round, but his ATF is now at the new value of @20', and shall remain at @20' for the next 2 rounds. On the fourth round, the Morganic character's ATF returns to its original value Le. @t4'.

OTHER IMPORTANT POINTS
a) For spells affecting the caster's ATF (e.g. @Massive Wind Blade'), the effect is computed during the character's next conventional attack i.e. the next round is counted as the first round of the spell-effect (as seen in the example above).
b) For spells affecting the caster's DEF (e.g. @Warp Armour') or affecting the victim directly (e.g. @Rocky Blows'), the effect is applied immediately and counted as the first round of the spell-charge.

MULTIPLE SPELL CHARGE EFFECTS
The effects of Spell Charges are cumulative during combat, subject to limits on the numerical value allowed on particular stats. For example, a character currently having a DEF of @22' releases the 'Zack's Dome' charge, thus giving him the new DEF factor of @26' for the next consecutive 4 rounds.

Assuming the character attacks normally in the following 2 rounds, and then on the fourth round further releases the @Warp Armour' charge, another 6 more points will be added to his DEF stats for 2 rounds. However, his increased ATF totals at @29' and not @32' because the maximum possible ATF factor for a character is @29'. Thus, the effect of the Spell Charge causes his total DEF for this round to become '29', but will subsequently be adjusted to @28' in the following round because the spell-effect of the 'Zack's Dome charge' would have been used up.

EXPLANATION
The character's original DEF was @22'. After the effective duration of 'Zack's Dome' is used up, the effect of @Warp Armour' would have given him additional @6' DEF more i.e. @28' counting from the original value. Since the @Warp Armour' charge lasts only 2 rounds, during the subsequent round, the character's DEF will return to its original value, i.e. @22'. Players are to take note that different spell charges are likely to have different duration, and care should be taken when invoking multiple charges within the same combat duration (turn) against an enemy.

 

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